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Stock Mod for WAR

 
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Stock Mod for WAR - 3/20/2013 4:01:28 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
Hello,
I got to messing around with the Stock Files from WAR and eventually it has lead to this Mod.

There are two different methods for installing this Mod.
A) Bernard's Mod Installer version=1 file. Can not play through GameRanger
B) ModSwap version=2 files (1 tool,1 plugin) Can play through GameRanger



Bernard's Mod Installer Version1.1
This is a self-extracting file that installs Stock Mod using the new/D switch Matrix created for WaR.
This will install the Mod into its own sub-folder inside your original WaR game and creates its own shortcut.This allows you to have two shortcuts on your desktop.
1 for the original WaR game
And one for Stock Mod.
The drawback to this is you can NOT play through GameRanger with the type of installation.
You will have to obtain your opponents I.P. address.Load the game using the new Stock Mod Icon then Go to the Stock Mod Multiplayer screen.Then host a game.



ModSwap Plugin Version
This version needs to be used in conjunction with ModSwap.It installs the plugin file over your original game and allows you play directly through GameRanger.

ModSwap Tool
This is the tool you need to install the ModSwap Plugin Version.
It is a self-extracting file that installs ModSwap.
After it is finished create a new folder and name it (plugins)
Place the Stock Mod plugin inside the new plugin folder you just created.
Double click the ModSwap Icon to run the program.
From there click.File then Install.
(You may have to find the correct path the first time you use Modswap.After the first time it will always find that path)
When prompted to install say yes.
This will install the plugin.
Now you can play directly through Gameranger and use the original WaR Icon when you want to play the AI.
When you want to go back to the original game of WaR just open ModSwap.
Ht File.then Un-Install.


Made when WAR was Patched at 4.50.15b

In some cases to get the new desktop Icon to display properly it may be necessary to right click the desktop Icon,click properties,change Icon,then select the new Icon when using Stock Mod Link.
ModSwap Version does not use that feature.

WAR will at times give you the 00:00 CTD made famous from CCV.
I believe it to happen mostly on the Last Battle of a GC.
I.E. The one before your upcoming Strat moves.
Your file will still be useable but it is sometimes possible that you may have to fight that last Battle.
It is very rare that happens,but I suggest you always be prepared.

I strongly suggest when playing to offer/accept a Truce around the 5 second mark.



KG Peiper,
Added King Tiger to all setting for 1 day (you'll have to watch your Force Pool in order to use it)
Changed SS Zugtrupp 4 man team to SS Zugtrupp 2 man team during GC

KG Knittel,
Changed Team Class's 7,8 to be SS teams,these were not SS Teams in the Stock Game.

KG Hansen,
Changed Team Class 11 to SS,these were not SS Teams in the Stock Game.

295th/18th VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Changed PG Zugtrupp 4man Team to PG Zugtrupp 2 man Team during GC
Changed Volksgrenadiere (MG) to VG - Ersatz during GC
Changed schweres MG42 to leichtes MG42 Ersatz during GC

KG Cochenhausen / 2nd Pz,
Added (1) 251/1 Rocket Half-Track to Dec.16th.

KG Bayer / 116th Pz,
Added (1) 251/1 Rocket Half-Track to Dec.16th.

KG Kullman / 12.SS,
Reduced amount of JadgPanther.
Added King Tiger,amount based upon difficulty settings.

KG Bremer / 12.SS,
Changed Team Class's 8,9 to SS Half-Tracks,these were not SS Teams in the Stock Game.

KG Krag / 2.SS,
Changed Team Class's 8,9 to SS Half-Tracks,these were not SS Teams in the Stock Game.

KG Telkamp / 9.SS,
Changed SS Zugtrupp 4 man Team to SS Zugtrupp 2 man Team during GC.
Changed SS Panzergrenadiere to SS - Ersatz during GC

115th / 15th PzG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

104th / 15th PzG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

77th / 26th VG,
Added Heavy Mortar Team to Day 1.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

78th / 26th VG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

14th / 5th FJ,
Same as above just using FJ Teams.

15th / 5th FJ
Same as above just using FJ teams.

48th / 12th VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Added SdKfz 250/8,Light HT Inf Gun.But it changes to 7.5cm PaK 40 During GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

89th / 12th VG,
Added SdKfz 251/16,Half Track Flame but changes to 7.5cm leIG18 during GC.
One team gets removed and replaced with a VG Scharfschütze (K98) during GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

190th / 62nd VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Added SdKfz 251/16,Half Track Flame but changes to 7.5cm leIG18 during GC.
Added Stug III G but it changes to 7.5cm PaK 40 during GC.
One team gets removed and replaced with a VG Scharfschütze (K98) during GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

14th Armored Cavalry Group,
Added Command M-3 Halftrack.

109th / 28th Infantry,
Added Command M-3 Halftrack.

110th / 28th Infantry,
Added Command M-3 Halftrack.

112th / 28th Infantry,
Added Command M-3 Halftrack.

334th / 84th Infantry,
Added Command M-3 Halftrack.

117 / 30th ID,
Added Command M-3 Halftrack.

CCA 2nd Armored,
Changed M5A1 to Vet-Light Tank M5A1.
Changed M36 Jackson to Vet-M36.
Changed M3A1 Half-track to Vet-M3A1.
Changed 57mm AT Gun to Calliope.
Changed M8A1 Scott to Vet M7 Priest.
Changed M4A3(76) Sherman to Vet-Medium Tank M4A3(76).
Changed M4A3(75) to Vet M4A3E2 Sherman.

104 / 26th ID,
Changed M10 Wolverine to Vet M10 Wolverine.
Changed M4A3(75) Sherman to Vet M4A3E2 Sherman.
Added Vet M3 Half-track.

318 / 80th ID,
Changed M4A3(75) Sherman to Vet M4A3E2 Sherman.
Changed M36 Jackson to Vet M36 Jackson.
Added Vet-M3A1.

CCA / 4th Armored,
Changed 57mm AT Gun to Calliope.
Changed M8A1 Scott to Vet M7 Priest.
Changed .30Cal to .50 Cal.

CCR / 4th Armored,
Same as above.

291st Engineering Combat Battalion,
Added Command Halftrack.
Added Sherman Mine Roller.
Added M20 Scout Car.
Added Willys MB .50 Cal Jeep.
Added Tank Dozer.

424nd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

394th / 99th Infantry,
Added M3 Half-track.
Added M20 Scout car.

422nd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

423rd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

38th / 2nd Infantry,
Added M3 Half-track.
Added M20 Scout car.

26th / 1st Infantry,
Added M3 Half-track.
Added M20 Scout car.

Expanded Campaign Text includes the following:

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
# weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
1
# Axis air resupply minimum (Clear weather only)
1
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
1
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
80
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans: Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,3,3,1,1
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,3,3,1,0
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,3,0,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,4,4,0,2
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,4,4,1,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
# Auto-refresh FPs (ala stock CC4)
1
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
0
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
1
#########################################################################

ScrnGadg,
Changed graphics to display the Dates of Dec. rather than # of Turns.
Added the Heavy Tank Icons from CCIV.
Added the Winter Camo Icons.
Corrected the Graphics for Fatigue/Cohesion and rest battlegroup on the Strategic Screen.
Corrected the COMSIDESELECT_006.This was the best I could do to fix the Sherman Tank displaying the German Halftrack wheels on the Saved Game file for Op's./GC when playing as Allies.But it works.
Created the DBCOHESION_000.This is the one needed on the Campaign Debrief screen.
Corrected the Strategic Map Icon for KG Krag from VG to SS STRBGICONS14_000
Corrected the Strategic Map Icon for KG Telkamp from VG to SS STRBGICONS15_000

Images.
Changed Splash Screen.
Changes Scenario editor Screen to display Dates rather than Turns.
Added Medals to the Soldier Screen.

Maps.
Replaced Schonburg with Original map that came with Disk.
Swapped North and South Eifel Maps.
Replaced Dasburg with the Forrieres map from CCIV.
Relocated VL's on South Eifel.
Relocated VL's on Habscheid.
Added new .MMM and OVM's that display Trees.

Effects.
Use's Sapa's Effects file.

Tanks.azp
Increased the Vehicles.txt to include different tanks/Half-tracks.
I.E.
Most VG Battle groups now use the Stock Tanks/Vehicles from CCIV.Still a work in progress.
All SS Battle Groups are the only one's using Camouflage Patterns on Tanks/Vehicles.(Still a work in progress)
Created Tank Dozer.
Created Willy's MB 50.Cal Jeep.

Campaign File.
Added Night Battle to Dec.16th.
Reduced Fuel Supply for Axis to Limited.
Changed Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES) )

Data:
Motar HE Base Accuracy changed from 331 (75%) to to 256 (50%)
Wurfgerat 40 Changed reload time from 9000 to 200.Now has 12 rounds.
Changed Accuracy from 36 (1%) to 256 (50%)
Half Tracks:
Changed Integrity from 40-50 to 100
Changed set up time from 600 to 200 for Schweres MG42 and Schweres MG34
Created Vehicle Crew US BZ and added them to all M3 Half-Tracks.
Changed Turret Crew Cover Top on all HT's from 0 to 140 (from 0 to 15%) in hopes of better protecting them
from Mortars until Mortar Data has been better adjusted.

Elements:
Changed Elements 95,96,120,121,174-178 Vehicle Moved Push to 0 to prevent the AI from placing AT_Guns deep in the woods.(Element #'s based on workbook not actuall Element #'s).

StratMap.txt
Corrected wrong connection arrow display between Champs and Senonchamps.

Workbook.
New workbook created and broken down by BG's and all Images/Icons used.



< Message edited by Platoon_Michael -- 3/5/2014 4:02:15 PM >
Post #: 1
RE: Stock Mod------Coming Soon - 4/2/2013 8:35:08 PM   
johnsilver


Posts: 183
Joined: 2/7/2012
From: Florida
Status: offline
Remember those Rocket 251 HT's.. They were nearly as dreadful (killing wise) as the Calliope's about to get added.

Sounds nice and nothing like one of your mods to get me interested in CC again.. That "testing" we did had me burned out for a little while P/M.

(in reply to Platoon_Michael)
Post #: 2
RE:Stock Mod for WAR - 4/3/2013 2:53:43 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
While I agree that the SDKfz 251/1 Wurframen is a very devastating weapon to have,as seen below.

But I'm playing with the Rule that they are only allowed to be used on Turn 1 of the GC and from there not to be used again.
And if the A.I. destroys it,I don't replace it,even if I could.
(Quantity is set at 1 in the FP and only for Day 1 of the GC)

And the Vehicle only has 12 rounds to use,rather than wait a Life Time to reload.

I've tried all the things I could to come up with to get Support for the Germans on the very first Battle of the GC (A Night Battle) but nothing works as properly as I had hoped.

So I put the SDKfz 251/1 Wurframen in just to Simulate the Heavy Barrages the Germans started the Campaign with.






Attachment (1)

< Message edited by Platoon_Michael -- 4/10/2013 1:10:12 PM >

(in reply to johnsilver)
Post #: 3
RE:Stock Mod for WAR - 4/3/2013 3:33:54 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
Screen shot from KG Bayer,
I had to Darken up the Vehicles used from CCIV in order for them to not be so bright for the Night Battle.
Maybe it could stand to go a little bit further but I'm fairly happy so far.




Attachment (1)

< Message edited by Platoon_Michael -- 4/10/2013 1:09:08 PM >

(in reply to Platoon_Michael)
Post #: 4
RE:Stock Mod for WAR - 4/3/2013 3:41:49 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
KG Peiper 1st SS
All SS Battle groups use Camo while all VG BG's use Stock CCIV Vehicles/tanks.

Adds for a little bit of variety.




Attachment (1)

< Message edited by Platoon_Michael -- 4/10/2013 1:09:24 PM >

(in reply to Platoon_Michael)
Post #: 5
RE: Stock Mod for WAR - 4/3/2013 5:33:43 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
Working on correcting two glaring issues I've always had with this game.
One is complete the other is still a work in progress.

Do you see them?




Attachment (1)

< Message edited by Platoon_Michael -- 4/10/2013 1:09:37 PM >

(in reply to Platoon_Michael)
Post #: 6
RE: Stock Mod------Coming Soon - 4/3/2013 7:41:35 PM   
johnsilver


Posts: 183
Joined: 2/7/2012
From: Florida
Status: offline
Getting more forgetful.. We went over this before long ago (the issues) and one is the graph on the R/S. I also thought, without going through the read me from your Vetbob that that older conversion was to be played at veteran. setting. How about this new stock campaign for best results?

Also. The KT in force pools above, where it suggests to look out for them.. Are they like the rare Tiger 1's in the earlier VB mod where you had to grab them and add them when available, or never see them again? They would stay in the BG though, until damaged, or destroyed, but not disappear if pulled from the force pool.

Just my 2c, but didn't use the things anyway and only rarely used the J/Panther in odd defensive scenarios. J/Tigers were simply too much for the allies to cope with period in this game and glad you are not bothering with them.

(in reply to Platoon_Michael)
Post #: 7
RE: Stock Mod------Coming Soon - 4/9/2013 5:12:38 AM   
johnsilver


Posts: 183
Joined: 2/7/2012
From: Florida
Status: offline
Something that would be *nice* and not mentioned as a change? The Infantry units from that VetBob mod.. There is nothing as terrible as the 4-5 man teams that comes with the last 4 releases of CC. The Vetbob was the closest thing that came to the old time CC3 had seen in years that was fun to play at least.

(in reply to johnsilver)
Post #: 8
RE:Stock Mod for WAR - 4/10/2013 12:49:52 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
I was not able to make the proper change to have the Germans displayed on the right and the Allies on the left.
Due to the color overlays on the Strategic Map.
I'm willing to put forth the work if anyone has ideas.

The Mod is uploaded here along with the workbook.
Full list of changes was updated in the first post of this thread.

Stock Mod

< Message edited by Platoon_Michael -- 4/10/2013 1:09:54 PM >

(in reply to johnsilver)
Post #: 9
RE: Stock Mod------Coming Soon - 4/11/2013 6:57:37 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
quote:

ORIGINAL: johnsilver

Something that would be *nice* and not mentioned as a change? The Infantry units from that VetBob mod.. There is nothing as terrible as the 4-5 man teams that comes with the last 4 releases of CC. The Vetbob was the closest thing that came to the old time CC3 had seen in years that was fun to play at least.



I understand.
I'll see what come later on down the road.
I won't however go past 7 man teams as the game then can't properly display those little green heads on some screens.

Right now I want to try and finish a 16 day GC.

I've restarted it so many times editing that I really just want to play for now.

I had to upload a newer version this morning due to some graphic errors I made.


< Message edited by Platoon_Michael -- 4/11/2013 6:58:38 PM >

(in reply to johnsilver)
Post #: 10
RE: Stock Mod------Coming Soon - 4/12/2013 9:26:10 AM   
johnsilver


Posts: 183
Joined: 2/7/2012
From: Florida
Status: offline

quote:

ORIGINAL: Platoon_Michael

quote:

ORIGINAL: johnsilver

Something that would be *nice* and not mentioned as a change? The Infantry units from that VetBob mod.. There is nothing as terrible as the 4-5 man teams that comes with the last 4 releases of CC. The Vetbob was the closest thing that came to the old time CC3 had seen in years that was fun to play at least.



I understand.
I'll see what come later on down the road.
I won't however go past 7 man teams as the game then can't properly display those little green heads on some screens.

Right now I want to try and finish a 16 day GC.

I've restarted it so many times editing that I really just want to play for now.

I had to upload a newer version this morning due to some graphic errors I made.



Understand fully especially so some KG having fairly large numbers of teams with 7+ members. It was mainly the habit of just having 2, maybe 3 different options to choose from that was... Well... That Vetbob had everything and even if you do manage to have time to change anything, or even do another sometime, just severely reduce the elite teams and go with various weaker teams even.. Just difference is great.

Saw your post on another site regarding "tired of Vetbob" and think it's one of those for a game that will go back to for years game wise. it's that good to me. Thanks for all of your efforts done in the past.

(in reply to Platoon_Michael)
Post #: 11
RE: Stock Mod------Coming Soon - 4/12/2013 3:35:32 PM   
johnsilver


Posts: 183
Joined: 2/7/2012
From: Florida
Status: offline
quote:

I suggest when playing to offer/accept a Truce around the 5 second mark.


Pulled that already found out fact from where you posted it on the other forums PM. 3rd scenario and that NEVER fixed bug in the game engine has already reared it's ugly head.

TTVetmod had that other "no unit" bug, but the CTD but was extinct in it for some reason. It's really odd how that bug follows some of the mods and the stock release.

_____________________________

Sailing The 7 Seas...

(in reply to johnsilver)
Post #: 12
RE: Stock Mod------Coming Soon - 8/28/2013 4:42:27 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
I'm curious,
Is anyone playing this?

Currently the only feedback has come from one person (johnsilver)

Anything from anyone would be great.

(in reply to johnsilver)
Post #: 13
RE: Stock Mod------Coming Soon - 8/28/2013 8:34:08 PM   
Pvt_Grunt

 

Posts: 141
Joined: 2/13/2007
From: Frankston Victoria
Status: offline
Its on my list, been having too much fun with Scourge of War lately for CC4, but the time will come.

(in reply to Platoon_Michael)
Post #: 14
RE: Stock Mod------Coming Soon - 8/29/2013 1:57:30 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
quote:

ORIGINAL: Pvt_Grunt

Its on my list, been having too much fun with Scourge of War lately for CC4, but the time will come.



What's Scourge or War for CCIV?
I've never heard of that.


Using the Grogs Rules for Deployment and by always accepting the AI's Truce I have not been able to just steam roll over the AI and the game has yet to CTD.
I just now cleared the AI off Dasburg,Dec20th Turn 2.
Placing that Train on the new Dasburg map has really created a log jam for getting off this map.

I lost my Freaking TigerII on one BG,now I'm pissed I set that to 1 in the FP.And I need to do a better job of hiding that from you guys.

And whats more the AI does have 10 BG's on the Strategic Map in Battle and 2 more behind the lines.

I did however screw up on my settings and didn't move the slider to Recruit,which would have given the AI 10 Barrages per day starting on the 19th.I'm assuming it works but looks like I'll have to start another GC over again to find out.The AI favors the AB BG's when it comes to support and does not apply support to BG's in Battle.
By increasing the total # to 10 I hope the game will then be able to provide fighting BG's proper support.

I've been having issues with 5CC and haven't recoded any Maps lately,maybe this Winter.






Attachment (1)

< Message edited by Platoon_Michael -- 8/29/2013 2:03:52 PM >

(in reply to Pvt_Grunt)
Post #: 15
RE: Stock Mod------Coming Soon - 8/30/2013 8:54:52 AM   
Stwa


Posts: 446
Joined: 8/12/2005
Status: offline

quote:

ORIGINAL: Platoon_Michael

I'm curious,
Is anyone playing this?

Currently the only feedback has come from one person (johnsilver)

Anything from anyone would be great.


I am not really playing this mod, but I think the rule you use concerning truces is a good one, that can make the game much more difficult for the human player. You just can't kick back and let the AI do ALL the attacking.

I use the same rule myself.

(in reply to Platoon_Michael)
Post #: 16
RE: Stock Mod for WAR - 10/23/2013 4:09:56 PM   
Platoon_Michael


Posts: 1022
Joined: 3/9/2003
Status: offline
Updated first post.
Basically just a ModSwap Version to try out on GameRanger.

(in reply to Platoon_Michael)
Post #: 17
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